Uploaded October 2013 | Updated September 2026, 2 weeks ago
Note: The time in the title is the total time (meaning that it includes the time from the Prologue).
TAS WIP by CoolKirby2000, Masterjun, and me.
A couple things worth noting within this run chapter:
Before the red bones battle, I jump 1 frame after talking to Red Bones. This, for some reason, stalls my position (right next to Red Bones). Because my position is thought to be there after I am pushed left into the Dull Bones mob, I trigger the battle immediately after Koops talks. This saves about 2.5 seconds and could possibly be done in a legit run.
In the room with the locked door, I use the purple block to ride up into the star piece room. From there I use goombella buffering to go out of bounds. I was able to use the Z-axis walking glitch to knock it down to a requirement of 4 buffers. By going out of bounds, I can go around an invisible wall and back through to the next room.
The first time I use Koops' shell (to grab the key behind the bars in the Red Bones room) I am able to use a glitch to allow me a 2 frame moving window. Basically, by shooting Koops as far away as possible while still getting the key, the game thinks that Koops is too far away to grab the key when in reality he is able to grab it barely. Because of this, I can utilize the Z-axis walking glitch and hop to the left to save a bit of time.
In the room with the green block that goes up, I found a small glitch where if you get on the block within the last couple of frames, Mario's feet will be inside the block. If he moves around constantly he will remain on the block with his feet inside the block. If he stops moving, he actually falls through the block. Also from the green block, I jumped under the staircase above to save a bit of time.
Before the room with Ms. Mowz, I am able to avoid coming into contact with the Dull Bones guarding the door. Because of this, he is still there when I come out of the Mowz room. For some reason, I was able to pause frame-perfectly and it seemed to stall the Dull Bones from attacking me. Using this, I was able to inch away from him and avoid an unnecessary battle
Note: The time in the title is the total time (meaning that it includes the time from the Prologue).
TAS WIP by CoolKirby2000, Masterjun, and me.
A couple things worth noting within this run chapter:
Before the red bones battle, I jump 1 frame after talking to Red Bones. This, for some reason, stalls my position (right next to Red Bones). Because my position is thought to be there after I am pushed left into the Dull Bones mob, I trigger the battle immediately after Koops talks. This saves about 2.5 seconds and could possibly be done in a legit run.
In the room with the locked door, I use the purple block to ride up into the star piece room. From there I use goombella buffering to go out of bounds. I was able to use the Z-axis walking glitch to knock it down to a requirement of 4 buffers. By going out of bounds, I can go around an invisible wall and back through to the next room.
The first time I use Koops' shell (to grab the key behind the bars in the Red Bones room) I am able to use a glitch to allow me a 2 frame moving window. Basically, by shooting Koops as far away as possible while still getting the key, the game thinks that Koops is too far away to grab the key when in reality he is able to grab it barely. Because of this, I can utilize the Z-axis walking glitch and hop to the left to save a bit of time.
In the room with the green block that goes up, I found a small glitch where if you get on the block within the last couple of frames, Mario's feet will be inside the block. If he moves around constantly he will remain on the block with his feet inside the block. If he stops moving, he actually falls through the block. Also from the green block, I jumped under the staircase above to save a bit of time.
Before the room with Ms. Mowz, I am able to avoid coming into contact with the Dull Bones guarding the door. Because of this, he is still there when I come out of the Mowz room. For some reason, I was able to pause frame-perfectly and it seemed to stall the Dull Bones from attacking me. Using this, I was able to inch away from him and avoid an unnecessary battle
![(TAS) Luigi Circuit (Supergrinding) - 1:06.059 by Malleo, Monster, Rocky, and Thomas
TAS BKT Cut: [-0.291s]
NOTE: This is a Tool-Assisted Speedrun. This time will not count on any real rankings. For more info, please visit http://tasvideos.org
Please read full description for complete info about this run as well as links to the channels of everyone that helped make this TAS possible.
For more information on the supergrind, see my video here: https://www.youtube.com/watch?v=9_ufOUrVpdk
Music: Escala - Children
(This song is copyrighted, but it brings back a lot of nostalgia for me and others, so I thought it was worth using)
Because Thomass previous Best Known Time was not console-verifiable (due to an older Dolphin version), a few of us set out to improve this track some more on a newer Dolphin version. Monster improved his no-glitch BKT several weeks prior to the start of this run, so we copied his ghosts inputs for the first three turns of lap 1.
We use a slightly different shroomstrat than Thomas did. Thomas went for the shroomless ramp lap 1, whereas we performed the shroomless ramp lap 3. Essentially, using the mushroom before the ramp when we need to approach the boost panels allows us to cut off more of the turn than if we were to go from the ramp towards the sand cut at the end of the lap. Therefore, we saved a small bit of time based off of this shroomstrat alone.
Our main improvement from this run comes from better understanding of the supergrind. It turns out that spamming the analog stick back to neutral every other frame is an integral part of maintaining speed as we make our way around the last turn of the lap and first turn of the following lap. Without returning the analog stick to neutral every other frame, we end up drastically changing the angle we are facing as we complete a turn. This will end our prolonged speed increase prematurely.
You may notice that I take the last turn of lap 1 and 2 tighter than Thomas does. Yes, we need to alternate the analog stick back to neutral every other frame, but we can hold right without going neutral for a decent amount of time before it will cause us to end up with a bad angle for the straightaway.
As a result of taking this turn tighter, I am actually not able to take the first turn of lap 2 and 3 as tight as Thomas does. Basically because he went wider, by the time he gets to the first turn, his bike is doing more of a nosedive than we are, meaning his back tire is popped out of the ground. This prevents him from hitting the grass and slowing down, whereas we would still get slowed down by the grass. All in all, taking the last turn of the laps tighter saved more time than we lost during the first turn of the following laps.
In addition, we saved a small bit of time by getting a slightly better shroomless ramp trick (we didnt slow down as much as Thomas did in his previous BKT).
Thank you Monster, Rocky, and Thomas for all your hard work in this collaboration. Its unfortunate we couldnt sub 1:06, but I am really happy with how optimized this track has become.
Thank you to SwareJonge who helped me get his Speed script working so I could add it to the overlay. Check him out here: https://www.youtube.com/channel/UCgWt9Z4U52hBcGU_StsMWXA
Heres a list of the current TAS BKTs: https://docs.google.com/spreadsheets/d/1USwHHYSL1pRMSWbZI78DlJqgywY6dus2zApg8YkyrR8
Want to discuss TASing Mario Kart Wii? Come join our TASing Discord: https://discord.gg/EPD9yCu
Want more updates on whatever TAS Im working on? Follow me at https://twitter.com/tasmalleo
Watch me live at https://twitch.tv/tasmalleo (TAS) Luigi Circuit (Supergrinding) - 1:06.059 by Malleo, Monster, Rocky, and Thomas](https://i.ytimg.com/vi/m0p8yW8sGcM/mqdefault.jpg)

![[MKW TAS] Toads Factory - New Shroomless SC Strat
I dont think this is humanly possible. It saves roughly .5-.7 every lap depending on how you do it. [MKW TAS] Toads Factory - New Shroomless SC Strat](https://i.ytimg.com/vi/n0_XIvCnVq4/mqdefault.jpg)




![[TAS] GC Froggers Adventures: The Rescue by Malleo in 1:10:06.73
This is a Tool-Assisted Speedrun. For more information, please visit: http://tasvideos.org
Submission: http://tasvideos.org/4027S.html
Froggers Adventures: The Rescue completed in 1 hour, 10 minutes and 6.73 seconds.
5956 rerecords.
Well, its finally done! After about a months worth of progress, Ive done 2 runs of this game. In the first, I lost about 5300 frames missing cutscene skips and better routing to avoid waiting for objects longer. [TAS] GC Froggers Adventures: The Rescue by Malleo in 1:10:06.73](https://i.ytimg.com/vi/nhoTjAZjNLo/mqdefault.jpg)


